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Darkplaces with QRP Normalmaps

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  • Darkplaces with QRP Normalmaps

    Hi, i have problems getting darkplaces to work with the normalmaps from Quake Retexturing Project... I placed all the *.tga textures in C:\QUAKE\ID1\textures\ while my darkplaces files and execs are in the C:\QUAKE dir. Darkplaces works perfectly with an excellent framerate...it just won't load the custom textures ! It keeps showing the original game textures.... i tried to place the whole pk3 file (without pulling out all the texts) in the ID1 folder but it didn't work either...
    I KNOW i'm missing something fundamental and essential to make them loaded...
    Any help is much apprecieted.

  • #2
    You might have to rename them. I know darkplaces uses different filenames for the models/textures. Maybe someone else will chime in that knows for sure.
    If you see 427 playing Quake thats me.

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    • #3
      yes, I thought they would need renaming, I know DP being...fussy about file names... I tried to run the "convert-links.bat" batch file included in another texture pack also from qrp site, but...guess what...diidn't work.
      Actually that batch file couldn't possibily work in my case because it searches for *.link files in order to convert the links to a duplicate of the textures they link to, and there's no *.link file inside my texture pack to convert...
      Thus the problem here is:

      What's the filename pattern DP expects to find for custom texture files ?????

      If someone is kind enough to enlighten me, I could easily make a batch file to convert the normalmaps texture pack to the DP standard.
      T.I.A.

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      • #4
        Originally posted by psiomega View Post
        What's the filename pattern DP expects to find for custom texture files ?????
        That's described in the file darkplaces.txt that comes with darkplaces, see section Replacing Content. (You can find the file in your quake directory, same level where darkplaces.exe is.)
        dfsp*spirit
        my FPS maps

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        • #5
          Originally posted by dfsp_spirit View Post
          That's described in the file darkplaces.txt that comes with darkplaces, see section Replacing Content. (You can find the file in your quake directory, same level where darkplaces.exe is.)

          That's the first place i checked (before looking in the texture pack, the other text. pack, searching the Darkplaces official site, searching QRP official site, searching quakeone forums for similar threads, and then making this here thread).
          The "replacing content" section you mentioned only describes the DIRECTORY STRUCTURE DP expects to find for custom content. There is nothing about the FILENAME PATTERN (which is what i'm talking about) that custom textures must use.

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          • #6
            LordHavoc's DarkPlaces Quake Modification
            Quake 1 Singleplayer Maps and Mods

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            • #7
              The only filename pattern for DP that's different from most other engines is for MDL and SPR files, and DP actually is more correct there as it's able to differentiate between s_light.mdl and s_light.spr (both of which are ID1 models so they kinda - you know - need to be handled).

              I've just tested the latest build with Quake (including darkplaces.exe) installed to C:\Quake and the textures in C:\Quake\ID1\textures and everything worked perfectly (aside from the .link files which it didn't load). No renaming or anything needed, and these were a mixture of 95% QRP textures and 5% some I've made myself.



              Can you confirm if these textures will load or not in another engine? Ignore the normal maps for now, let's just get the basic stuff working before we move on to anything fancy. This will help establish if it's something you need to do to get them working with DP or if it's something else in your setup.

              (Don't use DirectQ for this by the way - it will load them from C:\Quake\ID1\elephant if you have them there, so it's useless for this test).
              IT LIVES! http://directq.blogspot.com/

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              • #8
                Hi mhquake,
                I've tested qrp 'maptextures' pack (the one with the "convert-links.bat" file inside) with DP and it works like a charm. Then I tried Rygel's ultra pack....and it worked. Oh, and I've tried Qrack with normalmaps and it did not work....To sum up, normalmaps won't work with either DP or Qrack. The other packs are ok. The problem appears to be in the normalmaps pack.

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                • #9
                  Qrack doesn't do normal maps.

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                  • #10
                    OK, I'm not an expert on actually using DP (although I do read parts of the source code from time to time), but it may be that you need to toggle a cvar in order for to use normal maps. From a read of here it looks like r_shadow_realtime_world 1 is what you want.

                    Perhaps somebody else who uses DP could chime in here?
                    IT LIVES! http://directq.blogspot.com/

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                    • #11
                      Originally posted by mhquake View Post
                      OK, I'm not an expert on actually using DP (although I do read parts of the source code from time to time), but it may be that you need to toggle a cvar in order for to use normal maps. From a read of here it looks like r_shadow_realtime_world 1 is what you want.

                      Perhaps somebody else who uses DP could chime in here?
                      Didn't work...only added some realtime shadows.

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                      • #12
                        Worked for me with the following:

                        C:\Quake\darkplaces.exe
                        C:\Quake\ID1\textures\wbrick1_5.tga
                        C:\Quake\ID1\textures\wbrick1_5_norm.tga

                        r_shadow_realtime_world 1

                        Also tested it with the QRP normal map PK3 in C:\Quake\ID1

                        You're not missing zlib1.dll from the DP engine are you?

                        Other options (don't require realtime shadows):

                        r_glsl_offsetmapping 1
                        r_glsl_offsetmapping_scale

                        Change the value of the latter to higher or lower to suit your taste.

                        And about 25000 others which I didn't bother looking into.
                        Last edited by MH; 05-13-2010, 04:43 PM.
                        IT LIVES! http://directq.blogspot.com/

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